resnet-c128-b6

A policy/value network for Quantik, 1,786,823 parameters.

Quantik is a two-player game on a 4x4 board with four piece shapes. A player may not place a shape in a row, column or 2x2 zone where that shape already appears, whoever played it β€” so a move can be blocked by your own piece. The first player to complete a line or zone holding all four distinct shapes wins. There are no draws.

This model predicts, for a given position, which move an exact solver would play (policy) and who is winning (value).

About this project

Quantik began as a holiday rivalry and became an engineering project. Before building an AI to play β€” or teach β€” the game, the game itself had to be represented precisely: an exact notation, a canonical form under the board's 192 symmetries, and a bitboard the rules can be computed on cheaply.

That foundation is what these models are trained on. Every label is exact, produced by a solver rather than by self-play, so the network fits ground truth instead of its own earlier opinions. The engineering is written up as a series on The Full-Stack Mind: first-principles representation, then Monte-Carlo search, beam search, exact endgame proof, and a tournament where the engines finally played each other.

Architecture

A convolutional residual trunk β€” the incumbent design, and the one every hyperparameter in this project was originally chosen for.

flowchart LR
  IN["board<br/>(B,9,4,4)"] --> STEM["stem<br/>Conv3x3 9β†’C Β· BN Β· ReLU"]
  STEM --> TRUNK["trunk<br/>B Γ— residual block<br/>Conv3x3 Β· BN Β· ReLU Β· Conv3x3 Β· BN Β· +skip"]
  TRUNK --> PH["policy head<br/>Conv1x1 C→2 · flatten · Linear 32→64"]
  TRUNK --> VH["value head<br/>Conv1x1 C→1 · flatten · Linear · tanh"]
  PH --> POL["policy logits (B,64)"]
  VH --> VAL["value (B,)"]
blocks 6
channels 128
value_hidden 64
parameters 1,786,823

Every architecture in this family is matched to within 1.2% on parameter count, so a comparison between them is about the design and not about capacity.

Results

metric value
Held-out optimal-move accuracy, plies 4-6 0.9126
Held-out optimal-move accuracy, plies 7-12 0.9720
Arena win rate vs the field (1800 games) 47.8%

Held-out accuracy is measured on exactly solved positions sharing no canonical key with the training corpus, up to the 192 board symmetries β€” so it measures generalisation, not recall. It is reported split rather than pooled because the corpus contains nothing at the shallowest plies, and a pooled figure is dominated by deep positions where every model is near perfect.

Input and output contract

input   (B, 9, 4, 4) float32      tensor-board.v1, mover-relative
output  (B, 64) policy logits     action_index = shape * 16 + position
        (B,)    value in [-1, 1]  +1 = good for the side to move

Planes 0-3 are the side to move, 4-7 the opponent, 8 a ply indicator. position = row * 4 + col.

Legality masking happens outside this model

It emits logits over all 64 actions, including illegal ones. Applying the legal-move mask before the softmax is the caller's job. An unmasked argmax from this model will play illegal moves β€” silently, because an illegal move looks like a bad move rather than like a bug.

This is by design. Quantik's rules are exact and cheap to compute in quantik-core, so the network is never asked to approximate them and never spends capacity on legality.

Usage

There is no AutoModel for this architecture β€” the Hub cannot reconstruct it from weights alone. Two supported paths.

With quantik-models

Reads manifest.json and rebuilds the network from architecture_spec, and gives you the legality masking for free.

# quantik-models is not on PyPI yet; install it from source.
pip install 'quantik-models[torch] @ git+https://github.com/mberlanda/quantik-models-py'
pip install huggingface_hub
from huggingface_hub import snapshot_download
from quantik_models.arena.registry import load_evaluator
from quantik_models.env import fastboard as fb

evaluator = load_evaluator(snapshot_download("brpoplpush/quantik-resnet-c128-b6"), "cpu")

boards = fb.empty_boards(1)                    # (1, 8) uint16
policy, value = evaluator.evaluate(boards)     # masking applied

With ONNX Runtime, and neither torch nor this package

pip install onnxruntime numpy huggingface_hub
import numpy as np, onnxruntime as ort
from huggingface_hub import hf_hub_download

path = hf_hub_download("brpoplpush/quantik-resnet-c128-b6", "model.onnx")
session = ort.InferenceSession(path)

# (B, 9, 4, 4) float32, mover-relative β€” see the contract above.
tensors = np.zeros((1, 9, 4, 4), dtype=np.float32)
policy, value = session.run(None, {"board": tensors})

# The mask is yours to apply. `legal` is a (B, 64) bool array;
# quantik_models.env.fastboard.legal_masks computes it, and so
# does quantik-core in Rust.
# policy = np.where(legal, policy, -np.inf)

The rules engine

Legality, symmetry and the exact solver live in quantik-core, which is published for both languages and is what generated the training labels.

pip install quantik-core     # Python, >=3.12
cargo add quantik-core       # Rust, 2021 edition

How it was trained

corpus exact-sampled.npz
architecture preset medium
epochs 16
batch size 1024
learning rate 0.002 (cosine to 1e-05)
weight decay 0.0001
seed 20260828
symmetry augmentation yes
ply-balanced sampling yes

Labels are exact, not bootstrapped: every training target comes from a solved position, so the network is fitting ground truth rather than its own earlier opinions.

The learning rate is a property of the architecture rather than a project-wide default. A single shared rate is not equal treatment between architectures β€” it privileges whichever one it was chosen for β€” and correcting that in this project reversed several conclusions rather than merely shifting decimals. Ply-balanced sampling gives every game stage equal attention instead of attention proportional to how many positions it happens to contribute. The corpus is dominated by late positions; the match is decided early.

Limitations

Accuracy is not uniform across the game. Deep positions are nearly forced and every model in this family is close to perfect there; the shallow openings are where they differ and where they are weakest.

ply accuracy on provably won positions
4 0.8791
5 0.9173
6 0.9391
7 0.9545
8 0.9596
9 0.9674
10 0.9916
11 0.9932
12 0.9954

Weakest at ply 4 (87.9%), strongest at ply 12 (99.5%).

The evaluation is against solved positions and other engines, not against people. Nothing here says how it plays against a human.

One training seed. Every number on this card comes from a single run of this architecture.

Files

  • model.safetensors β€” sha256:7c5a259e7f7a1e3b9e70b2b743145867cf6bc1499ac31ec79e000ae4b6579ad2
  • model.onnx β€” opset 18, sha256:bac96ad537dd3eebc999e7d61dc4e178badba15e2cc2e04cb22e6649a4f3f673, dynamic batch dimension
  • config.json β€” the architecture spec, readable without loading anything
  • manifest.json β€” the model-checkpoint.v1 record this repo was staged from
  • training-report.json β€” the epoch that produced these weights, and its metrics

Contract version 1.2.0. Exported 2026-08-28.

Other models in this family

Same contract, same corpus, same training protocol β€” interchangeable at the interface, so they can be compared directly.

Source

Licence

The weights in this repository are CC BY-NC 4.0. Free to use, share and adapt for research, teaching and any other non-commercial purpose, with attribution. Commercial use requires a separate agreement β€” open an issue on the source repository or contact the author.

This is deliberately not an OSI-approved open-source licence. Every OSI licence permits royalty-free commercial use, which is the one thing this reserves.

The code is separate and more permissive. quantik-models and quantik-core are MIT, so the training pipeline, the rules engine and the evaluation harness carry no such restriction β€” only these weights do.

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Evaluation results

  • Held-out optimal-move accuracy, plies 4-6 on exact-sampled
    self-reported
    0.913
  • Held-out optimal-move accuracy, plies 7-12 on exact-sampled
    self-reported
    0.972
  • Arena win rate vs the field (1800 games) on exact-sampled
    self-reported
    0.478